playableintelligence/game-creator

add-3d-assets

Replace primitive 3D shapes with real GLB models — animated characters, world props, buildings, and scenery for Three.js games.

View source

How to use

  1. Copy the installation command and review the source package before installing it in your own agent environment.
  2. Check the source document for required tools, credentials and supported hosts.
  3. Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/playableintelligence/game-creator --skill add-3d-assets

Before you start

  • Installation does not include a model subscription, API allowance or permission to access your files.
  • Repository stars and installation counts describe activity, not an independent quality or security test.
Original skill document

Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.

Performance Notes

  • Take your time to do this thoroughly
  • Quality is more important than speed
  • Do not skip validation steps

Add 3D Assets

Replace basic geometric shapes (BoxGeometry, SphereGeometry) with real 3D models. Characters get custom Meshy AI-generated models with rigging and animation. World objects get generated or sourced from free libraries.

Instructions

Analyze the game at $ARGUMENTS (or the current directory if no path given).

First, load the game-3d-assets skill and the meshyai skill for the full model pipeline, AssetLoader pattern, Meshy generation, and integration patterns.

Step 1: Get Meshy API Key

Check if MESHY_API_KEY is set. First check .env: test -f .env && grep -q '^MESHY_API_KEY=.' .env && echo "found" If found, export it with set -a; . .env; set +a and skip the prompt.

If not set, ask the user:

I'll generate custom 3D models with Meshy AI for the best results. You can get a free API key in 30 seconds: 1. Sign up at https://app.meshy.ai 2. Go to Settings → API Keys 3. Create a new API key Paste your key below like: MESHY_API_KEY=your-key-here (It will be saved to .env and redacted from this conversation automatically.) Or type "skip" to use free model libraries instead.

Step 2: Audit

  • Read package.json to confirm this is a Three.js game (not Phaser — use /add-assets for 2D games)
  • Read src/core/Constants.js for entity types, sizes, colors
  • Read entity files (src/gameplay/*.js, src/entities/*.js) — find BoxGeometry, SphereGeometry, etc.
  • Read src/level/LevelBuilder.js for environment primitives
  • List every entity using geometric shapes
  • Identify which entity is the player character (needs animated model)

Step 3: Plan

Split entities into two categories:

Animated characters (player, enemies with AI) — generate with Meshy AI:

EntityMeshy PromptNotes
Player"a heroic knight, low poly game character, full body, t-pose"Generate → rig → animate
Enemy"a goblin warrior with a club, low poly game character"Generate → rig → animate

If Meshy unavailable, fall back to assets/3d-characters/:

  • Soldier — realistic military (Idle, Walk, Run) — best default
  • Xbot — stylized mannequin (idle, walk, run + additive poses)
  • RobotExpressive — cartoon robot (Idle, Walking, Running, Dance, Jump + 8 more)
  • Fox — low-poly animal (Survey, Walk, Run) — scale 0.02

World objects (buildings, props, scenery, collectibles) — generate with Meshy or search free libraries:

EntityMeshy PromptFallback Source
Tree"a low poly stylized tree, game asset"Poly Haven
House"a medieval house, low poly game asset"Poly Haven
Barrel"a wooden barrel, low poly game asset"Poly Haven
Coin"a gold coin, game collectible item"Sketchfab

Step 4: Generate / Download

With Meshy (preferred):

bash
# Generate characters
MESHY_API_KEY=<key> node <plugin-root>/scripts/meshy-generate.mjs \
  --mode text-to-3d \
  --prompt "a heroic knight, low poly game character, full body" \
  --polycount 15000 --pbr \
  --output public/assets/models/ --slug player

# Rig characters for animation
MESHY_API_KEY=<key> node <plugin-root>/scripts/meshy-generate.mjs \
  --mode rig --task-id <refine-task-id> --height 1.7 \
  --output public/assets/models/ --slug player-rigged

# Generate static props
MESHY_API_KEY=<key> node <plugin-root>/scripts/meshy-generate.mjs \
  --mode text-to-3d \
  --prompt "a wooden barrel, low poly game asset" \
  --polycount 5000 \
  --output public/assets/models/ --slug barrel

Without Meshy (fallback):

bash
# Characters — copy from library
cp <plugin-root>/assets/3d-characters/models/Soldier.glb public/assets/models/

# World objects — search and download
node <plugin-root>/scripts/find-3d-asset.mjs --query "barrel" --source polyhaven \
  --output public/assets/models/ --slug barrel

Step 5: Integrate

  1. Create src/level/AssetLoader.js — use `SkeletonUtils.clone()` for animated models (import from three/addons/utils/SkeletonUtils.js). Regular .clone() breaks skeleton → T-pose.
  2. Add CHARACTER to Constants.js with path, scale, facingOffset, clipMap
  3. Add ASSET_PATHS and MODEL_CONFIG for static models
  4. Update Player.js:
  • THREE.Group as position anchor
  • loadAnimatedModel() + AnimationMixer
  • fadeToAction() for idle/walk/run crossfade
  • Camera-relative WASD via applyAxisAngle(_up, cameraAzimuth)
  • Model facing: atan2(v.x, v.z) + CHARACTER.facingOffset
  • model.quaternion.rotateTowards(targetQuat, turnSpeed * delta)
  1. Update Game.js:
  • Add OrbitControls — third-person camera orbiting player
  • Camera follows: move orbitControls.target + camera.position by player delta
  • Pass orbitControls.getAzimuthalAngle() to Player for camera-relative movement
  1. Replace environment primitives with loadModel() calls + .catch() fallback
  2. Add THREE.GridHelper for visible movement reference
  3. Preload all models on startup with preloadAll() for instant loading

Step 6: Tune & Verify

  • Run npm run dev — walk around with WASD, orbit camera with mouse
  • Confirm character animates (Idle when stopped, Walk when moving, Run with Shift)
  • Adjust MODEL_CONFIG values (scale, rotationY, offsetY) per model
  • Run npm run build to confirm no errors
  • Generate ATTRIBUTION.md from .meta.json files

Example Usage

With Meshy AI

/add-3d-assets examples/space-explorer

Result: Generates custom knight model via Meshy → rigs and animates (Idle/Walk/Run) → replaces BoxGeometry player with animated GLB → adds OrbitControls camera → world props from free libraries.

Without Meshy (fallback)

/add-3d-assets examples/3d-platformer

Result: Copies Soldier.glb from character library → configures SkeletonUtils.clone() → fadeToAction animation crossfade → replaces all primitives with library/downloaded models.

Troubleshooting

Model stuck in T-pose (not animating)

Cause: Using .clone(true) instead of SkeletonUtils.clone() breaks skeleton bindings on animated GLB models. Fix: Always use SkeletonUtils.clone() from three/addons/utils/SkeletonUtils.js for any model with animations. Regular .clone() copies the mesh but not the skeleton bindings.

Meshy AI generation fails or returns low quality

Cause: Vague prompts or wrong generation mode selected. Fix: Use specific, descriptive prompts (e.g., "low-poly medieval wooden treasure chest, game asset" not "chest"). For characters, use image-to-3D mode with a reference image. Set art style to "game-asset" or "low-poly" for better game integration.

Rigging fails on generated model

Cause: The model geometry is not suitable for auto-rigging (too complex, non-manifold, or not humanoid). Fix: Simplify the prompt to produce cleaner geometry. Ensure the model is a single connected mesh in a humanoid pose. Non-humanoid models (props, vehicles) should not be rigged — use them as static assets instead.

meshopt decoder error on load

Cause: Some GLB files use meshopt compression which requires a decoder not loaded by default. Fix: Add the meshopt decoder before loading: import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js'; loader.setMeshoptDecoder(MeshoptDecoder);

Model facing wrong direction

Cause: Different model sources use different forward directions. Mixamo models face -Z, some others face +Z. Fix: Store a facingOffset per character model. Apply it as model.rotation.y = facingOffset + movementAngle. Common values: Soldier/Xbot need +Math.PI, Robot/Fox need +0.

Next Step

Tell the user:

Your 3D game now has custom models! Characters were generated with Meshy AI (or sourced from the model library), rigged, and animated. World objects are loaded from GLB files. Files created: - src/level/AssetLoader.js — model loader with SkeletonUtils - public/assets/models/ — generated and downloaded GLB models - OrbitControls third-person camera Controls: WASD to move, Shift to run, mouse drag to orbit camera, scroll to zoom. Run the game to see everything in action. Adjust MODEL_CONFIG in Constants.js to fine-tune scale and orientation.
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